Ancient Copper Dragon
The d20 roll is the point, and it is engineered to feel greedy rather than random. Even a botched connection nets a single Treasure, the ceiling mints twenty, and the spread averages out to roughly ten and a half tokens per hit. That is a ramp payoff sized for one clean swing: land the trigger once and you have already crossed the threshold where the following turn can end the game. It belongs to a cycle of Elder Dragons built around rolling a d20, and where much of that cycle uses the die to smooth variance on a spell you cast, this one uses it to launch ramp into absurd territory the instant combat damage lands. The Treasure it produces is the flexible kind: any color, an artifact for cost reduction, sacrifice fodder for an outlet, or just raw mana. The card's honesty comes entirely from the combat requirement. Nothing happens until a player takes damage, so the trigger is fragile in a specific way: it is a 6/5 flier that most opponents cannot block, but a well-timed removal spell, a blocker with flying, or a Fog-style effect keeps the engine cold. The narrow window is what balances the ceiling. Answer it before it swings and the roll never happens; leave it unanswered for one turn and it routinely hands you enough mana to close the game.





